Corruptor duos


anonymoose

 

Posted

Hi guys

So I came back 3 weeks ago and I just convinced another of my friends to comeback.
We want to build a duo of villains in Praetoria and bring them to the hero side in the end.

He wants to start a corruptor and it was also the next AT on my list. What would be the best corruptor duo you can think of. Or is this just a crazy idea and I should go for a more classical team up such as Brute and corruptor. Last, I want to ask if my Plant thorn dom with be a good combo with a corruptor.

3 different questions but the most important one is : "What is the best corruptor duo?"


 

Posted

Best would be seriously hard to come up with, Corrs are really fantastic overall.

My vote would be

Fire/Rad & Fire/Dark


- To hit and - Res galore, -regen in gallons, double Rain of Fire & Double Fireball with tar patch and LR mobs unable to escape & AM to help with early endurance issues (which you will have).


On top of this, with some smart choices - both of you can have all of your most important support powers, including a rez each, as well 2 AoEs each and full ST attack chains, all by level 20.


 

Posted

Two fire/colds - Why?
You get
• Twice the huge ST debuffing
• Awesome defense buffs for each other
• Plenty of -res
• Double Arctic Fog for stealthy goodness
• Heat Loss to bring back your endurance from constant AoE fireballs (and rains) of D00M!

Also you could have your characters be related.. I don't know how into role playing you are though ;-)

Or even
Fire/Cold and Fire/Dark
You get
• All the benefits from a Fire/Cold !
• Plenty of to hit debuffs from /Dark
• An awesome -slow and -res AoE patch!
• Fluffy - The pet which does lots of stuff!
•The Dark has a ally-revive
• Heat Loss to bring back your endurance from the Fire/ attacks

Probably more benefits from the Fire/Cold and Fire/Dark , but still both those are awesome choices.

Oh and the reason for both options including 2 Fire/ is because Fire is quite high damage, it is pretty, and it works nicely with everything


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Posted

Gonna go a little unconventional, but I think a dp/traps with a dp/dark or dp/rad would be a hoot. The dark would star with fearsome and/or darkest while the trapper toe trapped.

Then go double hob, bullet rains.

A speedier set, but at the expense of survivability, would be dp/dark and dp/kin. Again, fearsome stare with tar patch and fulcrum shift plus double hob and bullet rains.

I like dp, not as much damage as fire, but flashy and fun. Some interesting things with -dam too.


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Posted

Like others said, there's really no best. Some combos will be better in the early game, while others will be better later.

Honestly, you can go 2 Fire Corrs with any secondary and be highly successful. Fire is simply the best primary.


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Posted

I'd go 2 nrg/storms for non-stop madcap antics.


 

Posted

Normally I would say two fire/rads but the detoggle potential is kinda high. If you could overcome that issue the two of you would absolutely cream mob groups and having AM up often would be nice.

...but to be honest, a brute/kin corruptor duo is really hard to beat. I should know - some years ago I was part of a superteam sg called Brutal Speed. It was ridiculous - all fire and electric brutes combined with kinetic corruptors. I miss those days.


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Posted

I would build one of the toons for risk mitigation such as ice or dark. Take the second build and go for maximum damage Fire/Kin or Psy/Kin. The issues that need to be addressed are that corruptors are squishy and don't deal the damage of other ATs.

My solution for Corruptors has always been ranged def or control. For example, I have an Ice/Kin. Ice for risk mitigation/Kin for damage. The best combo that I have found is a Fire/Dark. Mine is so heavily loaded with Ranged Def (32%) and Debuffs that I can regularly solo elite bosses. It gives me a lot of flexibility in how I address an infestation of Longbow or an overly heroic hero; pests...all of them.

ATTACK EXAMPLES

Boss Attack Pattern 1: Lead with darkest night, follow with fear (it won't freeze the boss, but the -ToHit will land). Next drop the tar patch/Rain of Fire and start bombing....Now you can laugh at their feeble attempts to reach you for melee and their constant errant ranged attacks.

Mob Attack Pattern 1: Select the victim to the furthest rear position of the mob and attach Darkest Night. Now the poor schmuck is an aggro magnet. Run him through a couple of mobs as a Judas Goat. Lead them to a corner or doorway, Drop Tar Patch, and wait around the corner. Once they are all in the patch hit them with Fearsome Stare so they stop shooting at you and causing problems (mitigation). Hit Aim and Oppressive Gloom.....NOW go for Rain of Fire and watch them wiggle and melt. You can regularly kill group of 5 - 15.

And don't forget the unpredictable debuffs that your Dark Servant will throw into the mix.......hehehehe.

I hope this gives you some ideas. Good luck with your "Dastardly Duo!"


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BlazingDarkness: Level 50 Natural Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Dark Mastery

Villain Profile:
Level 1: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(40), Thundr-Acc/Dmg(46)
Level 1: Twilight Grasp -- Acc-I(A), RechRdx-I(5), Heal-I(7), ToHitDeb-I(7)
Level 2: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(40)
Level 6: Tar Patch -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(13), P'ngTtl-Acc/EndRdx(15), P'ngTtl-EndRdx/Rchg/Slow(15)
Level 8: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(39)
Level 10: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(23)
Level 12: Darkest Night -- EndRdx-I(A), EndRdx-I(23), ToHitDeb-I(25), ToHitDeb-I(25)
Level 14: Howling Twilight -- Stpfy-EndRdx/Stun(A), Stpfy-KB%(34), Stpfy-Acc/Stun/Rchg(43), Stpfy-Acc/Rchg(46)
Level 16: Shadow Fall -- DefBuff-I(A), EndRdx-I(27), EndRdx-I(27), DefBuff-I(29), S'fstPrt-ResDam/Def+(42)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(46)
Level 20: Fearsome Stare -- N'mare-Acc/Fear/Rchg(A), N'mare-Acc/Fear(33), N'mare-Acc/Rchg(33), N'mare-Fear/Rng(33)
Level 22: Air Superiority -- C'ngImp-Dmg/Rchg(A)
Level 24: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(34), Zephyr-Travel(42), Zephyr-Travel/EndRdx(43)
Level 26: Aim -- RechRdx-I(A), RechRdx-I(50)
Level 28: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(34), Hold-I(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 32: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(36)
Level 35: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
Level 38: Dark Servant -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(43)
Level 41: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), RechRdx-I(45)
Level 44: Oppressive Gloom -- Rope-Acc/Stun/Rchg(A), Rope-EndRdx/Stun(45)
Level 47: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Soul Transfer -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A), Jump-I(45)
Level 2: Health -- Heal-I(A), Heal-I(37)
Level 2: Stamina -- EndMod-I(A), EndMod-I(37), EndMod-I(37)
Level 1: Scourge
Level 4: Ninja Run


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Posted

Any corruptor and any corruptor.

Seriously though, my friend and I run a DP/Kin and DP/Thermal duo and they are nearly unstoppable. DP is loads of fun. As a previous poster said, it isn't the best damage set, but it sure is cool. The debuffs from thermal are complimented very well by the team buffs from kinetics, and having a few heals to toss around helps a lot in the early levels.


 

Posted

Hmmm something out of the ordinary that could be potentially fun is a pair of DP/Pain. Pain offers solid teammate protection and has a nice PBAoE debuff that would work great with HoB.


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Posted

I'd say a /dark and a /rad.


You both get -res powers. The Tar Patch will help keep the anchors and their buddies all nice and tight. You get the amazing debuffing power of /rad and /Dark to provide an enourmous amount of survivability. Then the /dark gets the awesome control of Fearsome Stare and the awesome Dark Servent pet. On top of that you can combine 2x Manuevers, shadows fall, and all of the to-hit debuffs to make your duo almost impossible to hit.

Oh and get the /rad to take fallout. Trust me, it's awesome.

"Fallout is ready"

"Fallout bait incoming" *suicide into the next group*

FALLOUT

REZ

Win!


 

Posted

I'm trying to think of a BAD corr duo, and I'm having a hard time coming up with one. A pair of /kins would have diminishing returns so they wouldn't be spreadsheet perfect, but they'd still steamroll actual content.


 

Posted

I too think you might be hard pressed to come up with a bad duo, but I will say that the times I have duo'd my Ice/Dark with my friend's Fire/Kin have been pure joy.


 

Posted

We didn't do a duo but a team of five made of all /Rad corruptors. Pretty much unstoppable and rolled through anything. Anytime we played as duos was still a very strong combo.


 

Posted

Quote:
Originally Posted by Nelm View Post
We didn't do a duo but a team of five made of all /Rad corruptors. Pretty much unstoppable and rolled through anything. Anytime we played as duos was still a very strong combo.
That sounds solid. My friend and I started an all defender supergroup in 04. Stacking buffs and debuffs is the recipe for steamrolling.

Another duo I have played, corruptor style was a Fire/Kin with my Ice/Cold. That duo rocked!! Trading heat loss and fulcrum shift was a pedal to the metal approach.


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Posted

My favored duo:

Sonic/Dark and Sonic/Sonic corruptors.

This gives you +resistance to all damage, healing, four powersets with strong -resistance, strong -tohit to cause enemies to miss your already bolstered armor, a large array of mez, and mez protection for both to all but sleep/confuse, for which one is covered.


 

Posted

Quote:
Originally Posted by JayboH View Post
Normally I would say two fire/rads but the detoggle potential is kinda high. If you could overcome that issue the two of you would absolutely cream mob groups and having AM up often would be nice.

...but to be honest, a brute/kin corruptor duo is really hard to beat. I should know - some years ago I was part of a superteam sg called Brutal Speed. It was ridiculous - all fire and electric brutes combined with kinetic corruptors. I miss those days.
You must have been one of the Brutes. I was on that team too with a Kin. Hearing Brutes with 3 sbs start the "sb plz" chant when 1 of the sbs started blinking got old, fast. I actually stopped playing kins on teams after that for a year, but eventually got back on the saddle and found the general population wasn't quite as sb hungry. Still, it was definitely a fun team overall, not the most powerful superteam by any means, but fun.

As for "best" duo for Corrs, I'm going to have to go with whoever said 2 Fire/Colds. Quick math shows that 2 Fogs, 2 Maneuvers, Shields, CJ + Steadfast 3% unique gets you to 42.3% def. Not too shabby. Then offensively you get 2 sleets, 2 rains and fireballs. Yikes!


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